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DreadDomain

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  1. Like
    DreadDomain got a reaction from Lucas Yew in HS 6e is mechanically the best version of the rules; dissenting views welcome   
    Straight off the bat, I believe 6E is the best edition of HERO mechanically. I would not say it is the best it could be, but it is better than the previous editions. Most of the problems I have with 6E are not mechanical but rather with presentation.
    Presentation
    Again, I will declare it from the start, I love the two big-blue 6E books. I find them beautiful and neat and as reference manuals, they are golden. When it comes to look at general rules though, Champions Complete or HERO Basic are much more convenient.  Behold hindsight 20/20, with better production value (and completeness for Basic) they could have been the equivalent of HERO Rulebook and Champions BBB for 4E. I would have seen them both on glossy paper, full color and using the layout template 6E1 and 6E2 use while the two big books could have been softcover and black and white (what they now are in POD I suppose).   
    But my main presentation problems in 6E are on the character sheets. The wall of characteristics is horrible and with just a better layout could be easily avoided. Categorizing them like it was previously suggested in this thread would go a long way to make them look less intimidating. At the very least, grouping them slightly differently (example below but somewhat messed up) would definitely help.
    CHARACTERISTICS
    STR           40       17-         STR Dice 9d6, Lift 6.4tons
    DEX          36      16-
    CON          19       13-
    INT            18       13-         Perception Roll 13-
    EGO          15       12-
    PRE           13       12-         PRE Attack 2½d6
     
    OCV           10             OMCV      3
    DCV           12              DMCV      3
    SPD              5              Phases     3, 5, 8, 10, 12
     
    PD              12              Total         12 PD/0 rPD
    ED               9               Total         9 ED/0 rED
    REC           10               END         40
    STUN         40               BODY       12     
     
    MOVEMENT
    Running 12m (24m)         Swimming 4m (8m)
    Leaping 30m (60m)         Swinging 40m (80m)
     
    Another issue brought up previously is how some powers were deconstructed and need now to be built from other powers. While I have no problem with the approach, I would have preferred if they would have defined and used a simplified nomenclature on published character sheets (basically what they did with Talents). A few basic write-ups would have benefited from it (Force Field, Instant Change, Transfer, Super-Running (you know, the one not built with Running but with Flight or Teleport), etc…). In short, I would have liked if they looked for a way to declutter the character sheets and make them look more appealing, more fun (and yes, I would be totally happy not seeing Real Cost per line item and the advantages and limitations +/- values).
    Legacy
    Another aspect that clearly irks long time HERO fans is the loss of some legacy components. The two examples constantly referred to are Comeliness and Figured Characteristics. In both cases, I was initially against their departure but after the fact, my opinion is that the game is better without them.
    Comeliness was not doing much mechanically and every attempt I have seen to give it a purpose were heroic efforts for sure but ultimately unconvincing. I much, much prefer Striking Appearance as a mechanic. That being said, I agree that adding Comeliness in a sidebar as a potential new Characteristic would have been a must. It is clearly important to some of us and we should respect that.
    Figured Characteristics were a tougher nut to crack. The challenge is to balance a linear point cost progression per characteristics with what is fundamentally a breakpoint progression of abilities. Some benefits of characteristics increase every +1 but others only in +2, +3 or +5 increments. GURPS can balance its Attributes with its Secondary Characteristics by the simple fact that most benefits progress on a +1 for +1 basis. ST is equally divided in three components, Lifting, Striking and Hit Points, +1 in ST means +1 in all three components and the sum cost of the three components equals the total cost for ST. Trying to balance that in HERO was next to impossible and at best could have been better approximated than in previous editions (this is what I was hoping for while 6E was being developed). In the end, figured characteristics were not figured anymore and it suddenly became much easier to build any concept desired without worrying with point efficiency.
    But something was lost. Call it guidance or verisimilitude but the fact remains that a deeply entrenched paradigm, the relation between Characteristics and Figured was erased. Again, a few solutions were possible. First, a sidebar re-introducing Figured Characteristics with better balanced costs could have been added. Second, and even easier, a sidebar could have introduced “suggested values” for Secondary Characteristics based on Characteristics (example below).
      Base Cost Suggested Value OCV 3 5 DEX/3 DCV 3 5 DEX/3 OMCV 3 3 EGO/3 DMCV 3 3 EGO/3 PD 2 1 STR/5 ED 2 1 CON/5 SPD 2 10 1+DEX/10 REC 4 1 (STR+CON)/5 END 20 0.2 CONx2 BODY 10 1 10+STR/5 STUN 20 0.5 BODY+STR+CON)/2
     
    From a cost perspective, nothing would change. You would still buy STR at 1 pts for +1 and no Secondary Characteristics would be automatically recalculated. If you wanted to bring your Secondary Characteristics in line with the suggested values, you would still need to buy them up. Suggested Values would simply give an indication of how the Characteristics could influence the Secondary Characteristics and the player would still have full power to buy them up their desired values based on their concept, may it be the suggested value or something else. Unless of course a campaign strictly enforces them.
    I haven’t touched on mechanics at all in this post. Hopefully will have time to do so later.
     
  2. Like
    DreadDomain got a reaction from Andrew_A in HS 6e is mechanically the best version of the rules; dissenting views welcome   
    Straight off the bat, I believe 6E is the best edition of HERO mechanically. I would not say it is the best it could be, but it is better than the previous editions. Most of the problems I have with 6E are not mechanical but rather with presentation.
    Presentation
    Again, I will declare it from the start, I love the two big-blue 6E books. I find them beautiful and neat and as reference manuals, they are golden. When it comes to look at general rules though, Champions Complete or HERO Basic are much more convenient.  Behold hindsight 20/20, with better production value (and completeness for Basic) they could have been the equivalent of HERO Rulebook and Champions BBB for 4E. I would have seen them both on glossy paper, full color and using the layout template 6E1 and 6E2 use while the two big books could have been softcover and black and white (what they now are in POD I suppose).   
    But my main presentation problems in 6E are on the character sheets. The wall of characteristics is horrible and with just a better layout could be easily avoided. Categorizing them like it was previously suggested in this thread would go a long way to make them look less intimidating. At the very least, grouping them slightly differently (example below but somewhat messed up) would definitely help.
    CHARACTERISTICS
    STR           40       17-         STR Dice 9d6, Lift 6.4tons
    DEX          36      16-
    CON          19       13-
    INT            18       13-         Perception Roll 13-
    EGO          15       12-
    PRE           13       12-         PRE Attack 2½d6
     
    OCV           10             OMCV      3
    DCV           12              DMCV      3
    SPD              5              Phases     3, 5, 8, 10, 12
     
    PD              12              Total         12 PD/0 rPD
    ED               9               Total         9 ED/0 rED
    REC           10               END         40
    STUN         40               BODY       12     
     
    MOVEMENT
    Running 12m (24m)         Swimming 4m (8m)
    Leaping 30m (60m)         Swinging 40m (80m)
     
    Another issue brought up previously is how some powers were deconstructed and need now to be built from other powers. While I have no problem with the approach, I would have preferred if they would have defined and used a simplified nomenclature on published character sheets (basically what they did with Talents). A few basic write-ups would have benefited from it (Force Field, Instant Change, Transfer, Super-Running (you know, the one not built with Running but with Flight or Teleport), etc…). In short, I would have liked if they looked for a way to declutter the character sheets and make them look more appealing, more fun (and yes, I would be totally happy not seeing Real Cost per line item and the advantages and limitations +/- values).
    Legacy
    Another aspect that clearly irks long time HERO fans is the loss of some legacy components. The two examples constantly referred to are Comeliness and Figured Characteristics. In both cases, I was initially against their departure but after the fact, my opinion is that the game is better without them.
    Comeliness was not doing much mechanically and every attempt I have seen to give it a purpose were heroic efforts for sure but ultimately unconvincing. I much, much prefer Striking Appearance as a mechanic. That being said, I agree that adding Comeliness in a sidebar as a potential new Characteristic would have been a must. It is clearly important to some of us and we should respect that.
    Figured Characteristics were a tougher nut to crack. The challenge is to balance a linear point cost progression per characteristics with what is fundamentally a breakpoint progression of abilities. Some benefits of characteristics increase every +1 but others only in +2, +3 or +5 increments. GURPS can balance its Attributes with its Secondary Characteristics by the simple fact that most benefits progress on a +1 for +1 basis. ST is equally divided in three components, Lifting, Striking and Hit Points, +1 in ST means +1 in all three components and the sum cost of the three components equals the total cost for ST. Trying to balance that in HERO was next to impossible and at best could have been better approximated than in previous editions (this is what I was hoping for while 6E was being developed). In the end, figured characteristics were not figured anymore and it suddenly became much easier to build any concept desired without worrying with point efficiency.
    But something was lost. Call it guidance or verisimilitude but the fact remains that a deeply entrenched paradigm, the relation between Characteristics and Figured was erased. Again, a few solutions were possible. First, a sidebar re-introducing Figured Characteristics with better balanced costs could have been added. Second, and even easier, a sidebar could have introduced “suggested values” for Secondary Characteristics based on Characteristics (example below).
      Base Cost Suggested Value OCV 3 5 DEX/3 DCV 3 5 DEX/3 OMCV 3 3 EGO/3 DMCV 3 3 EGO/3 PD 2 1 STR/5 ED 2 1 CON/5 SPD 2 10 1+DEX/10 REC 4 1 (STR+CON)/5 END 20 0.2 CONx2 BODY 10 1 10+STR/5 STUN 20 0.5 BODY+STR+CON)/2
     
    From a cost perspective, nothing would change. You would still buy STR at 1 pts for +1 and no Secondary Characteristics would be automatically recalculated. If you wanted to bring your Secondary Characteristics in line with the suggested values, you would still need to buy them up. Suggested Values would simply give an indication of how the Characteristics could influence the Secondary Characteristics and the player would still have full power to buy them up their desired values based on their concept, may it be the suggested value or something else. Unless of course a campaign strictly enforces them.
    I haven’t touched on mechanics at all in this post. Hopefully will have time to do so later.
     
  3. Like
    DreadDomain reacted to Killer Shrike in HS 6e is mechanically the best version of the rules; dissenting views welcome   
    I have nothing to add, nitpick, or debate on this, just wanted to say: great post, well articulated.
  4. Like
    DreadDomain reacted to Ninja-Bear in HS 6e is mechanically the best version of the rules; dissenting views welcome   
    Dreaddomain it’s funny you mention using the old figureds as suggestions because that is what I do now! ?
  5. Like
    DreadDomain got a reaction from Brian Stanfield in HS 6e is mechanically the best version of the rules; dissenting views welcome   
    Straight off the bat, I believe 6E is the best edition of HERO mechanically. I would not say it is the best it could be, but it is better than the previous editions. Most of the problems I have with 6E are not mechanical but rather with presentation.
    Presentation
    Again, I will declare it from the start, I love the two big-blue 6E books. I find them beautiful and neat and as reference manuals, they are golden. When it comes to look at general rules though, Champions Complete or HERO Basic are much more convenient.  Behold hindsight 20/20, with better production value (and completeness for Basic) they could have been the equivalent of HERO Rulebook and Champions BBB for 4E. I would have seen them both on glossy paper, full color and using the layout template 6E1 and 6E2 use while the two big books could have been softcover and black and white (what they now are in POD I suppose).   
    But my main presentation problems in 6E are on the character sheets. The wall of characteristics is horrible and with just a better layout could be easily avoided. Categorizing them like it was previously suggested in this thread would go a long way to make them look less intimidating. At the very least, grouping them slightly differently (example below but somewhat messed up) would definitely help.
    CHARACTERISTICS
    STR           40       17-         STR Dice 9d6, Lift 6.4tons
    DEX          36      16-
    CON          19       13-
    INT            18       13-         Perception Roll 13-
    EGO          15       12-
    PRE           13       12-         PRE Attack 2½d6
     
    OCV           10             OMCV      3
    DCV           12              DMCV      3
    SPD              5              Phases     3, 5, 8, 10, 12
     
    PD              12              Total         12 PD/0 rPD
    ED               9               Total         9 ED/0 rED
    REC           10               END         40
    STUN         40               BODY       12     
     
    MOVEMENT
    Running 12m (24m)         Swimming 4m (8m)
    Leaping 30m (60m)         Swinging 40m (80m)
     
    Another issue brought up previously is how some powers were deconstructed and need now to be built from other powers. While I have no problem with the approach, I would have preferred if they would have defined and used a simplified nomenclature on published character sheets (basically what they did with Talents). A few basic write-ups would have benefited from it (Force Field, Instant Change, Transfer, Super-Running (you know, the one not built with Running but with Flight or Teleport), etc…). In short, I would have liked if they looked for a way to declutter the character sheets and make them look more appealing, more fun (and yes, I would be totally happy not seeing Real Cost per line item and the advantages and limitations +/- values).
    Legacy
    Another aspect that clearly irks long time HERO fans is the loss of some legacy components. The two examples constantly referred to are Comeliness and Figured Characteristics. In both cases, I was initially against their departure but after the fact, my opinion is that the game is better without them.
    Comeliness was not doing much mechanically and every attempt I have seen to give it a purpose were heroic efforts for sure but ultimately unconvincing. I much, much prefer Striking Appearance as a mechanic. That being said, I agree that adding Comeliness in a sidebar as a potential new Characteristic would have been a must. It is clearly important to some of us and we should respect that.
    Figured Characteristics were a tougher nut to crack. The challenge is to balance a linear point cost progression per characteristics with what is fundamentally a breakpoint progression of abilities. Some benefits of characteristics increase every +1 but others only in +2, +3 or +5 increments. GURPS can balance its Attributes with its Secondary Characteristics by the simple fact that most benefits progress on a +1 for +1 basis. ST is equally divided in three components, Lifting, Striking and Hit Points, +1 in ST means +1 in all three components and the sum cost of the three components equals the total cost for ST. Trying to balance that in HERO was next to impossible and at best could have been better approximated than in previous editions (this is what I was hoping for while 6E was being developed). In the end, figured characteristics were not figured anymore and it suddenly became much easier to build any concept desired without worrying with point efficiency.
    But something was lost. Call it guidance or verisimilitude but the fact remains that a deeply entrenched paradigm, the relation between Characteristics and Figured was erased. Again, a few solutions were possible. First, a sidebar re-introducing Figured Characteristics with better balanced costs could have been added. Second, and even easier, a sidebar could have introduced “suggested values” for Secondary Characteristics based on Characteristics (example below).
      Base Cost Suggested Value OCV 3 5 DEX/3 DCV 3 5 DEX/3 OMCV 3 3 EGO/3 DMCV 3 3 EGO/3 PD 2 1 STR/5 ED 2 1 CON/5 SPD 2 10 1+DEX/10 REC 4 1 (STR+CON)/5 END 20 0.2 CONx2 BODY 10 1 10+STR/5 STUN 20 0.5 BODY+STR+CON)/2
     
    From a cost perspective, nothing would change. You would still buy STR at 1 pts for +1 and no Secondary Characteristics would be automatically recalculated. If you wanted to bring your Secondary Characteristics in line with the suggested values, you would still need to buy them up. Suggested Values would simply give an indication of how the Characteristics could influence the Secondary Characteristics and the player would still have full power to buy them up their desired values based on their concept, may it be the suggested value or something else. Unless of course a campaign strictly enforces them.
    I haven’t touched on mechanics at all in this post. Hopefully will have time to do so later.
     
  6. Like
    DreadDomain got a reaction from Hugh Neilson in HS 6e is mechanically the best version of the rules; dissenting views welcome   
    Straight off the bat, I believe 6E is the best edition of HERO mechanically. I would not say it is the best it could be, but it is better than the previous editions. Most of the problems I have with 6E are not mechanical but rather with presentation.
    Presentation
    Again, I will declare it from the start, I love the two big-blue 6E books. I find them beautiful and neat and as reference manuals, they are golden. When it comes to look at general rules though, Champions Complete or HERO Basic are much more convenient.  Behold hindsight 20/20, with better production value (and completeness for Basic) they could have been the equivalent of HERO Rulebook and Champions BBB for 4E. I would have seen them both on glossy paper, full color and using the layout template 6E1 and 6E2 use while the two big books could have been softcover and black and white (what they now are in POD I suppose).   
    But my main presentation problems in 6E are on the character sheets. The wall of characteristics is horrible and with just a better layout could be easily avoided. Categorizing them like it was previously suggested in this thread would go a long way to make them look less intimidating. At the very least, grouping them slightly differently (example below but somewhat messed up) would definitely help.
    CHARACTERISTICS
    STR           40       17-         STR Dice 9d6, Lift 6.4tons
    DEX          36      16-
    CON          19       13-
    INT            18       13-         Perception Roll 13-
    EGO          15       12-
    PRE           13       12-         PRE Attack 2½d6
     
    OCV           10             OMCV      3
    DCV           12              DMCV      3
    SPD              5              Phases     3, 5, 8, 10, 12
     
    PD              12              Total         12 PD/0 rPD
    ED               9               Total         9 ED/0 rED
    REC           10               END         40
    STUN         40               BODY       12     
     
    MOVEMENT
    Running 12m (24m)         Swimming 4m (8m)
    Leaping 30m (60m)         Swinging 40m (80m)
     
    Another issue brought up previously is how some powers were deconstructed and need now to be built from other powers. While I have no problem with the approach, I would have preferred if they would have defined and used a simplified nomenclature on published character sheets (basically what they did with Talents). A few basic write-ups would have benefited from it (Force Field, Instant Change, Transfer, Super-Running (you know, the one not built with Running but with Flight or Teleport), etc…). In short, I would have liked if they looked for a way to declutter the character sheets and make them look more appealing, more fun (and yes, I would be totally happy not seeing Real Cost per line item and the advantages and limitations +/- values).
    Legacy
    Another aspect that clearly irks long time HERO fans is the loss of some legacy components. The two examples constantly referred to are Comeliness and Figured Characteristics. In both cases, I was initially against their departure but after the fact, my opinion is that the game is better without them.
    Comeliness was not doing much mechanically and every attempt I have seen to give it a purpose were heroic efforts for sure but ultimately unconvincing. I much, much prefer Striking Appearance as a mechanic. That being said, I agree that adding Comeliness in a sidebar as a potential new Characteristic would have been a must. It is clearly important to some of us and we should respect that.
    Figured Characteristics were a tougher nut to crack. The challenge is to balance a linear point cost progression per characteristics with what is fundamentally a breakpoint progression of abilities. Some benefits of characteristics increase every +1 but others only in +2, +3 or +5 increments. GURPS can balance its Attributes with its Secondary Characteristics by the simple fact that most benefits progress on a +1 for +1 basis. ST is equally divided in three components, Lifting, Striking and Hit Points, +1 in ST means +1 in all three components and the sum cost of the three components equals the total cost for ST. Trying to balance that in HERO was next to impossible and at best could have been better approximated than in previous editions (this is what I was hoping for while 6E was being developed). In the end, figured characteristics were not figured anymore and it suddenly became much easier to build any concept desired without worrying with point efficiency.
    But something was lost. Call it guidance or verisimilitude but the fact remains that a deeply entrenched paradigm, the relation between Characteristics and Figured was erased. Again, a few solutions were possible. First, a sidebar re-introducing Figured Characteristics with better balanced costs could have been added. Second, and even easier, a sidebar could have introduced “suggested values” for Secondary Characteristics based on Characteristics (example below).
      Base Cost Suggested Value OCV 3 5 DEX/3 DCV 3 5 DEX/3 OMCV 3 3 EGO/3 DMCV 3 3 EGO/3 PD 2 1 STR/5 ED 2 1 CON/5 SPD 2 10 1+DEX/10 REC 4 1 (STR+CON)/5 END 20 0.2 CONx2 BODY 10 1 10+STR/5 STUN 20 0.5 BODY+STR+CON)/2
     
    From a cost perspective, nothing would change. You would still buy STR at 1 pts for +1 and no Secondary Characteristics would be automatically recalculated. If you wanted to bring your Secondary Characteristics in line with the suggested values, you would still need to buy them up. Suggested Values would simply give an indication of how the Characteristics could influence the Secondary Characteristics and the player would still have full power to buy them up their desired values based on their concept, may it be the suggested value or something else. Unless of course a campaign strictly enforces them.
    I haven’t touched on mechanics at all in this post. Hopefully will have time to do so later.
     
  7. Like
    DreadDomain got a reaction from Killer Shrike in HS 6e is mechanically the best version of the rules; dissenting views welcome   
    Massey gives the example that Damage shield worsen from 4th (Damage Shield +1/2) to 5E (Damage Shield +1/2, Continuous +1) and I agree. However, because we are talking 6E, Damage Shield actually improved and became Damage Shield +1/4, Constant +1/2, No Range -1/2. Much better than 5E and actually cheaper than 4E (in Real Points but not in Active Points.
  8. Like
    DreadDomain got a reaction from Doc Democracy in What's your least favorite version of Champions?   
    I love GURPS, it's one of the best system out there... but this comment is quite funny nonetheless ?
  9. Like
    DreadDomain got a reaction from Lawnmower Boy in Golden Age   
    In your opinion bro and your totally entitled to it. I personally much much prefer the latest edition of Golden Age over the former editions. The cover is okay-ish and I was bummed we didn't get to the full colour stretch goal but I thought the writing was excellent and engaging and really gave me a sense that I wanted to play in Golden Age game again.
     
    Now did it have the same level of information on WWII compared to GURPS WWII? Of course not but they have a totally different focus. Sure they share a time period and a significant historical event but as their titles suggest, one focuses on describing the historical event itself and the other covers superheroes in the 30s and 40s. Both are great but for totally different reasons.
     
    That being said, it prompts me to reopen the previous edition of Golden Age just for fun.
  10. Like
    DreadDomain got a reaction from Lord Liaden in Golden Age   
    In your opinion bro and your totally entitled to it. I personally much much prefer the latest edition of Golden Age over the former editions. The cover is okay-ish and I was bummed we didn't get to the full colour stretch goal but I thought the writing was excellent and engaging and really gave me a sense that I wanted to play in Golden Age game again.
     
    Now did it have the same level of information on WWII compared to GURPS WWII? Of course not but they have a totally different focus. Sure they share a time period and a significant historical event but as their titles suggest, one focuses on describing the historical event itself and the other covers superheroes in the 30s and 40s. Both are great but for totally different reasons.
     
    That being said, it prompts me to reopen the previous edition of Golden Age just for fun.
  11. Like
    DreadDomain got a reaction from LordLeoToledo in Third Edition Renaissance   
    You are correct. I am not saying the 6E way is wrong. I just prefer the aesthetic of the previous build.
     
    I prefer:
    Transfer: Transfer END 4d6 (60 Active Points) Real Cost: 60 CP 
     
    over
    Transfer: Drain END 4d6 (40 Active Points); Unified
    Power (-.) (total cost: 32 CP) plus Aid END 4d6 (standard effect:
    same roll as Drain dice), Trigger (when character uses Drain,
    activating Trigger takes no time, Trigger immediately automatically
    resets; +1) (48 Active Points); Only Aid Self (-1), Linked (-.),
    Unified Power (-.). Real Cost: 51 CP
     
    and
    Instant Change: Switch one set of clothes for another. Real Cost: 3 CP
     
    over
    Instant Change: Cosmetic Transform 1d6 (standard
    effect: switch one set of clothes for another), Trigger (changing
    clothing is a Zero Phase Action, Trigger automatically resets;
    +.) (5 Active Points); Limited Target (the character’s current
    clothing; -.). Real Cost: 3 CP
     
     
  12. Like
    DreadDomain got a reaction from Pariah in Third Edition Renaissance   
    Ok, hopefully I didn't mess thing up too much. I have attempted to recreate Spider-Man using 3E. I have based him on the 6E version that I have instead of starting from scratch. Just a few observations:
     
    1) In practice 6E secondary attributes are easier/more flexible but I still very much like the idea of figured characteristics.
    2) I absolutely do not miss the movement in Hexes/Inches. Meters make so much more sense and I hope against hope that Champions Now would use them (but I know it won't)
    3) I generally find the Power construction system much better in 6E (or 5E/5ER) but I still regret some of the decisions made. I would have kept Gliding, Transfer, Instant Change, etc instead of incorporating them with other powers.
    4) I much prefer the skills in later editions
     
    All in all, Champions 3E is an impressive game (especially for its time) but I would not go back to it (well, never really was with it since I started with 4E) as I do not feel it is as flexible or coherent as later editions. To be fair, my ideal edition of Champions would be somewhere 5ER and 6E with a good dash of 4E with the production value of Champions 6E in a format akin to Champions 4E or Champions Complete.
     

  13. Like
    DreadDomain got a reaction from Tywyll in Third Edition Renaissance   
    You are correct. I am not saying the 6E way is wrong. I just prefer the aesthetic of the previous build.
     
    I prefer:
    Transfer: Transfer END 4d6 (60 Active Points) Real Cost: 60 CP 
     
    over
    Transfer: Drain END 4d6 (40 Active Points); Unified
    Power (-.) (total cost: 32 CP) plus Aid END 4d6 (standard effect:
    same roll as Drain dice), Trigger (when character uses Drain,
    activating Trigger takes no time, Trigger immediately automatically
    resets; +1) (48 Active Points); Only Aid Self (-1), Linked (-.),
    Unified Power (-.). Real Cost: 51 CP
     
    and
    Instant Change: Switch one set of clothes for another. Real Cost: 3 CP
     
    over
    Instant Change: Cosmetic Transform 1d6 (standard
    effect: switch one set of clothes for another), Trigger (changing
    clothing is a Zero Phase Action, Trigger automatically resets;
    +.) (5 Active Points); Limited Target (the character’s current
    clothing; -.). Real Cost: 3 CP
     
     
  14. Like
    DreadDomain got a reaction from Joe Walsh in Third Edition Renaissance   
    I would also suggest that the "complexity" of later editions is provided for gamers to use... or ignore. While we often hear about HERO's complexity, the fact is that characters can be built in a very convoluted way or in a very simple fashion and most of the time the system, though character points, will self balance. It is no more difficult to build a very simple character in HERO 6E than it is in earlier editions but later editions also provide for complex solutions. The power to make these design decisions rests with the players themselves and they choose the level of complexity their character will have.
     
    In any case these are cool characters Pariah. Keep them coming!
  15. Like
    DreadDomain got a reaction from Ninja-Bear in Third Edition Renaissance   
    I would also suggest that the "complexity" of later editions is provided for gamers to use... or ignore. While we often hear about HERO's complexity, the fact is that characters can be built in a very convoluted way or in a very simple fashion and most of the time the system, though character points, will self balance. It is no more difficult to build a very simple character in HERO 6E than it is in earlier editions but later editions also provide for complex solutions. The power to make these design decisions rests with the players themselves and they choose the level of complexity their character will have.
     
    In any case these are cool characters Pariah. Keep them coming!
  16. Like
    DreadDomain got a reaction from Joe Walsh in Champions : Question about Layouts for Character Write-Ups   
    Aldo has provided an updated sheet (which looks much better in my opinion). He said he would try to reduce the gap between the two columns.
     
    Character Sheet take 3
     
    It looks like a somewhat modernized take of the 3 columns sheet.
  17. Like
    DreadDomain got a reaction from Legendsmiths in Extinction Event Kickstarter FEB 18th 2018   
    Hi Laz,
    Looks pretty good. Like Norm, I hope the visual in the book will be in line with what we see on the website. I am curious to know how powers, equipment and generally how the characters will be presented. While a truly appreciate the flexibility that HERO provides, I hope Extinction Events will be a fully worked setting as opposed to a loose set of examples as we often see (and rightfully so) in genre books.
    The website states the book will provide:
    1) Rules for psychic powers available in the Extinction Event campaign – MHIRPG does that well at least for Magic. The spells are described in the Magic chapter in text and game information, but on the character, you only find the name of the spell which take away a lot of the clutter and remove the perception for newbies that HERO characters are written in undecipherable codes.
    2) A wide assortment of weapons, armor, gear, terrestrial vehicles, and spacecraft - This is even more important than for powers, I'd like to see equipment and vehicles portrayed as gear and not written like power builds. as an example, I'd rather see equipment (both examples from MHIRPG) written like this (this looks like real gear):
    EQUIPMENT
    Weapon              OCV       RMod Damage STUN Shots STR Min
    STI Tactical 5.0 +1          +1          2d6-1    +1          11          6
    Kukri, Large        +0          +0          1d6        +0          —          10
    Armor MHI Body Armor (8 PD/8 ED), MHI Earplugs, Flashlight, monocular
     Instead of this (this looks very gamey, it is fine for a power or a super equipment in a Champions game but looks out of place for a non-superhero piece of gear)
    60 Abomination:  Multipower, 120-point reserve All OAF (-1) 3f
    1)  Shot:  RKA 2½d6 [9] Area Of Effect (1m Radius; +¼), Autofire (5 shots; +1½), +1 Increased STUN Multiplier (+¼); OAF (-1), Limited Range (40m; -¼), Reduced By Range (-¼), Reduced Penetration (-¼), Two-Handed (-½), 9 Charges (-¼) 2f
    2)  Slugs:  RKA 2½d6 [9] Autofire (5 shots; +½), +1 Increased STUN Multiplier (+¼); OAF (-1), Limited Range (100m; -¼), Two-Handed (-½), 9 Charges (-¼) 1f
    3)  Underslung M203 Grenade Launcher:  RKA 2½d6 [1] Area Of Effect (15m Radius Explosion; +¼); OAF (-1), Limited Range (150m; -¼), Two-Handed (-½), 1 Charge (-2) 1f
    4)  Silvered Bayonet:  HKA 1d6 (2d6 with STR) 0 Reduced Endurance (0 END; +½); OAF (-1)
    I would hope for the same for the vehicles. I would like to vehicle written as such instead of the one-page character sheet. MHIRPG does that well (pp213-215)
    Regarding Character sheets, I would try to remove as much clutter as possible. The character sheets of MHIRPG are generally well laid out and clear but I believe could be improved even more. As an example, I believe Narosia had the right idea by grouping the character sheet (not the PC character sheet at the end but the write-ups in the book (like the wolf page 404)) by theme: Characteristics, Perception, Movement, Defense, Offense, Skills, Perks, Complications. It looks very organised.
    Also, I find it annoying to see “abilities” like Short Leg: Run -2m in the power section. There is already a Movement section, why not compile the cost in the section instead of cluttering the write-up?
    Anyway, just some ideas.
     Looking forward to this.
  18. Like
    DreadDomain got a reaction from Legendsmiths in Extinction Event Kickstarter FEB 18th 2018   
    Thanks for the answer Laz.
     
    To clarify, when I mentionned character sheets, I meant character write-ups in the book, as opposed to a blank character sheet.
     
    Regarding Character write-ups, I would try to remove as much clutter as possible. The character write-ups of MHIRPG are generally well laid out and clear but I believe could be improved even more. As an example, I believe Narosia had the right idea by grouping the character write-ups (not the PC character sheet at the end but the write-ups in the book (like the wolf page 404)) by theme: Characteristics, Perception, Movement, Defense, Offense, Skills, Perks, Complications. It looks very organised.
    Also, I find it annoying to see “abilities” like Short Leg: Run -2m in the power section. There is already a Movement section, why not compile the cost in the section instead of cluttering the write-up?
     
    (I made changes in bold to clarify)
  19. Like
    DreadDomain got a reaction from Lord Liaden in Pirates   
    Blackbeard and a pirate template can also be found in Larger than Life for HERO 6E
  20. Like
    DreadDomain got a reaction from bluesguy in Pirates   
    Blackbeard and a pirate template can also be found in Larger than Life for HERO 6E
  21. Like
    DreadDomain got a reaction from RDU Neil in 6th Ed GM Screen   
    If you look in the (free) download section on this site, we may find what you need. I know there is at least one that is very good but I haven't check if it got all the table you mention.
  22. Like
    DreadDomain got a reaction from Doc Democracy in Let’s get Darren an award   
    How about here?
     
    https://polldaddy.com/poll/9920823/
  23. Like
    DreadDomain got a reaction from Doc Democracy in Let’s get Darren an award   
    ...hopefully involving HERO...?
  24. Like
    DreadDomain got a reaction from Hermit in Golden Age Champions Discussion Thread   
    Guys, I am finally back home. As promised I have started a thread here https://forum.rpg.net/showthread.php?822225-Darren-Watt-s-Golden-Age-Champions-It-is-finally-here&p=21621568#post21621568 Please go and contribute!!
  25. Like
    DreadDomain got a reaction from Acroyear II in Golden Age Champions Discussion Thread   
    Darren, apologies but I have only been around sporadically. I could start a thread on rpg.net with my review if it helps. I would ask that The Herodom jump in so I'm not just a lone voice in the dark.
    I could also try to post a formal review on rpg.net although I have no clue how it works.
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